Is excess XP supposed to roll over to the next level(s)? I got 2k XP from completing one of the nodes and it was a little disappointing not to become a god instantly.
Yes, it definitely carries over. Did it look like it didn't? Perhaps you happened to get
just enough to level up?
Quality of life suggestion: When I finish a match it displays the rewards screen and the Continue button is in the middle at the bottom of the window. When I tap continue it transitions to the XP screen, which currently has 3 options: Feedback, Replay and Continue. Replay is in the middle of this window.
Several times I have tapped on Continue on the Rewards screen, but thought it hadn't registered (generally due to frame drops after any match with Big Band) and tapped again. Then the game catches up, taps continue and then reads my second tap and clicks Replay, starting up the fight again.
Basically the short version is that Continue is in the middle of one screen and Replay is in the middle of the next. It's very easy to mash through continue and hit Replay by accident, forcing you to replay the fight. I would recommend changing the button layout so accidental mashes will quit you out of the XP screen and not force the fight to replay.
Yeah, the FEEDBACK button was a new addition for the Beta, it won't be that prominent (it'll just be on the Options screen in the final game). Sorry for the headache in the interim!
So is the full title just "Skullgirls", with nothing to distinguish it as a spinoff? There should really be a subtitle or something.
We discussed it a bunch, and we ultimately felt that giving it a subtitle diminished it in comparison to the experience we're delivering (makes people think it might be puzzle game or something dramatically different). Our "competitors" (Injustice, MKX, etc) on mobile use a similar technique.
That said, agreed that having to call it "Skullgirls mobile" in the meantime is a bit annoying. :P
Yup, although you can't buy anything yet in the beta it looks like you'll be able to purchase Coins and Theonite. Coins seem to be so abundant, I have more than I can actually spend as skill points are the real bottleneck. Theonite lets you buy Relics (boxes of random loot) and refill energy. And that's where they'll get you, although you get a fair amount of Theonite and Relics from playing too, the thing about RNG is that you'll probably need a lot more to ever find those rares.
Theonite is the only currency you'll be able to purchase outright from the Store (although you can convert Theonite into coins if need be). You'll also be able to get Theonite on a daily basis from Daily Challenges (e.g. Win 5 fights w/ Cerebella, Execute a 50-hit combo, etc), although currently we are granting an average of 60 Theonite as part of the Daily Relic.
And god, don't get me started on fucking energy systems. Please, please, can this please be not be a thing? At first it's infuriating to have a limit on how much I can play, and then after a while it feels like an obligation to keep playing often enough to burn it all off so I'm not missing potential progress while it's full, like there's an opportunity cost to taking a break. I really wish I could just play at my own pace, whether I want to sit down and play for one long session or be free to put it down for a while and not have to think about it.
I'm not too much a fan on the energy thing, but heres why it doesn't bother me: its not relegated to your entire deck its only for certain characters, so if you don't want to pay then its a great incentive to switch up your cards and level them up.
But what if I need my strongest characters, ones best suited to a particular fight due to elements or whatever, or ones I'm specifically required to use due to mission restrictions?
It also makes me inclined to shy away from hard fights until I think I've grinded enough to be on the safe side, rather than tackling a challenge headfirst. And that's not how I want to play! I'd like to able to attempt it, fail, but be able to pick myself up and try again.
Energy time! So, real quickly -- there are 3 elements that are important for a F2P game to be successful -- effective
Acquisition (a game that is intriguing/attractive enough that people will download it), followed by
Retention (ensuring that player stick around and continue to play), and then finally
Monetization (someone actually spending money -- generally a very small portion of players, under 5%).
Energy is NOT intended to serve as a Monetization driver. All characters can have their energy refreshed for 10 Theonite. As noted above, you will likely get 60 Theonite a day. If you really want to play with your existing characters a bit more, then you can refresh a full team twice every day. It just slows your means of opening new Relics and getting more stuff for your Collection. As
@Magma442 noted, it's primary gameplay purpose is to encourage you to use your entire "deck", and not just build one super team of 3 characters and use them for everything, ignoring the rest of the game. There are a number of other features (Character requirements for matches, etc) that are also in pursuit of that goal.
Beyond that, Energy exists to help further Retention. Exhausting energy and causing you to take a break and return later (unless you opt to spend Energy), habituates "checking in" on the game, which helps to remind you that the game exists. In a world where every app on your phone is constantly vying for your attention, it's all to easy for a game to be forgotten unless it makes it's presence known. Our competition is as much Facebook and Twitter as it is other mobile games.
As you can imagine, it's not easy finding a balance between making a game with a great, forgiving, accessible UX that will also eventually Monetize significantly enough to support its ongoing existence. This was our take to help strike a balance between the two.
Not shying away from the critique (Energy systems are notoriously notorious!), just trying to be as transparent as possible regarding the reasoning behind our choices.
I think SG has a lot of things set in place for this to have a small of an impact as possible compared to games where you touch 3 things every 8 hours then make sure to come back on the dot.
That's the hope!
(I should note, it's hard to gauge just how bad this game's energy system is since the beta seems to automatically refill, but I don't think it looks good. Characters have a maximum of 10 points of energy, and some fights can cost up to 6 points per character meaning you can't even retry right away if you fail the first attempt. Eugh.)
The fights with a cost of 6 energy, the point where you can't even retry once, seem to be some of the hardest fights in the game, so as soon as I see 6 I just go "welp I'm not even gonna bother trying, I'll come back to this much later."
We refill Character Energy on level up, which is pretty frequent, so you shouldn't feel much of an Energy "pinch" for quite some time.
I don't believe any fights should be 6 energy? The max should be 5. Can you tell me where that is? Might be a bug.
It's also worth noting (since we don't have the Tutorial for this in yet), that there are
two types of energy --
1P Energy [yellow bolts] (Story/Event mode) and
VS Energy [blue bolts] (Quickplay/Arena -- in the final game these matches will be against Defense Teams from other real players, and you'll get free Arena Rating points for teams your AI wins on your behalf). Furthermore, if you 100% a 5-match sequence in Arena mode, you get a
VS Energy refresh.
As such, every character
technically has 20 total energy spanning multiple modes. Just enumerating everything that's in there, since I think that - despite having he constraint - we're pretty generous on this front!
Nonetheless, welcome all feedback. Just let us know if there are any specific instances that feel particularly tight or unfair. All part of why we're doing the Beta!